
![]() |

Well, there you go. Give me a couple hours tomorrow and I'll bend them back into shape.

![]() |

If you are talking about the mending spell, for a level 1 spell, you can only target an item of light bulk. mending spell

![]() |

Cool. Let's try this again, with Feeling!
Crafting: 1d20 + 4 ⇒ (20) + 4 = 24
I am getting good at that - it's what happened with the first point.
"Sounds like a nice spell. But I don't think it's as bad as it first looked. Now we only have to keep it from getting banged up during the trip back."

![]() |

Oh, yep. Forgot about that limitation. Nice job, Fortiva! I think that's 20 hp back to the boat.

![]() |

As the fight is over, Ryū puts his short bow down, getting back on the oars, moving his boat closer to the others. While rowing, he asks “If you are wounded, I can help a bit.”
As Erryn is patching her, and no one else seems hurt, he just take a look at the boat. “Sorry about the damage, I was only trying to avoid being next to the creature as it could try to drag down one of our charge.”

![]() |

Kain keeps a serious face after the fight. Sure am getting stuck on back lines a lot recently.
”Well, as long as someone can repair it, or someone else cover the repair bill. It took most of my funds to get one of these.”

![]() |

"My repairs should hold. Let's get these two back to their owner."
Fortiva gives one last wave to the departing ship and heads into the sewers with the rowboat.
She came this way carrying the barrel-raft, but it was left to sink out in middle of the cove.
Also, assuming we need another check to get back...
Acrobatics: 1d20 + 6 ⇒ (17) + 6 = 23

![]() |

Fortiva repairs the boat so that you can return them. Getting them here was quite a challenge, so you assume getting them back will be, too.
Kain athletics: 1d20 + 7 ⇒ (14) + 7 = 21
The team gets the boats back before they leave, and both Kain and Highwire get their 7.5gp deposits back.
You meet Garrla at the appointed time, without incident. As she has appropriate papers, she offers her guards uniform as a disguise to someone, should they want.

![]() |

"Thank you, that's a good idea. We have papers for everyone, but it might still make things easier. You have the other half of the payment, I assume?"
We have Flitch, Daffrid, Yuleg, and Themolin, plus Garrla. Forged papers for all. No other loose ends that I can recall.
Let's get on our boat!

![]() |

The next day, you easily make it to the pier. There are two emerald guardsmen at the pier, keeping an eye on things. Garrla tells you the senior of the two is Ellvard. The lines are long, as everyone going to a ship is checked, to make sure no one escapes without proper papers.
As you are standing in line, one of the refugees comes up to you, asking what ship you are leaving on, and where you came from, causing a bit of a stir!
You can
- use diplomacy to get him to go away
- use society to give him an answer he will accept.
- some other clever solution
All must make a check

![]() |

Erryn turns to the refugee. While sympathetic, she is all too familiar with needing to save those who can be saved.
"My home was Lastwall. A year ago, it was destroyed utterly by an ancient abomination. Even now, it is an endless nightmare where nothing lives and only the dead rule. One day, my god will call me back to it. Stay here, where you'll be safer."
Intimidation: 1d20 + 5 ⇒ (7) + 5 = 12

![]() |

I will give a response once everyone has made their rolls. I will probably have to bot Baz, as we haven't heard from him in some time, but if someone else want to choose and roll for him, that would be fantastic!

![]() |

Baz is an Expert in Society, so it's a safe bet that's what he'd try to use ...
Bazerofan relies upon his extensive knowledge of social customs, as well as his experience as a criminal and a smuggler, to weave a response to the refugee.
Bazerofan's Society roll: 1d20 + 11 ⇒ (9) + 11 = 20
Highwire sees a couple of people engaging the refugee, and tries to make himself unobtrusive and unnoticed, both by the refugee himself and by anyone who might be watching the group.
Stealth: 1d20 + 7 ⇒ (6) + 7 = 13

![]() |

Diplomacy: 1d20 + 5 ⇒ (9) + 5 = 14
Probably not a critical failure, but nothing to write home about.
Kain politely asks, "Excuse me, but there may be more pressing matters to tend to than this."

![]() |

We never assigned the second hero point from the cove. I suggest giving it to Kain, so he can reroll that.
Keeping an eye on pockets and hands, Fortiva smiles disarmingly.
"I can't tell you which, but I can tell you I will see my lover when I board. It's been a long time since I felt this way, and I'm worried about the dangers we might face, so wish me well, would you? Please?"
Diplomacy: 1d20 + 6 ⇒ (2) + 6 = 8
Oh, goodie

![]() |

We never assigned the second hero point from the cove. I suggest giving it to Kain, so he can reroll that.
Second. Or to you, lol.

![]() |

Don’t bother. Kain has a success, but you didn’t get enough successes in total.
Erryn fails to get her desired reaction out of her threats, and Highwire fails to stay out of attentions way. However, Bazerofan is able to calm the person down, and Kain see,s to talk some sense into the person. Fortiva is also less than convincing.
However, as of yet, there is no reaction from the guards.
As you wait, Flitch begins to get fidgety, putting you all at risk.
you may use deception to create a diversion to distract the guards, stealth to hide Flitch before he gets too out of hand. Other skills may be used if a convincing reason is given, but will be harder.

![]() |

Three failures is enough? Or could Tanaka tip the balance back in our favor?
Fortiva shuffles the members of the group around to hide Flitch from Ellvard's post, making little jokes as she does so about deck chairs and some boat piloted by titans.
To Flitch, she whispers, "Keep it cool, friend. Think about Vurna's sweet smile as she sailed off - *you* were the last person she waved to."
Stealth: 1d20 + 6 ⇒ (8) + 6 = 14

![]() |

Erryn does her best to help by physically standing between Flitch and the guards, but she's clearly frustrated with the man and keeps looking back at him.
Stealth: 1d20 + 5 ⇒ (4) + 5 = 9 The party's average roll on this encounter is just above 6! Woo!

![]() |

As Fitch is getting nervous to the point of causing trouble, Ryū is pretending to have lost handkerchief. He gets down his horse, and asks for help to search it, in particular to the guards.
That’s for the deception to create a diversion.
Deception (untrained): 1d20 + 2 ⇒ (2) + 2 = 4
Well no hero point to reroll that…

![]() |

Waiting for Kain, Highwire, and Baz
While Fortiva appears to have started to get Flitch under control, neither Erryn nor Tanaka seem to help.

![]() |

Lore Legal: 1d20 + 4 ⇒ (18) + 4 = 22
Kain begins spouting all of the legal rights that he understands he has in this city, creating a diversion of being very annoying to the guards in the same sense that someone would go into a store and arguing over a sale. "I demand to speak to your captain, and let my issues be known!"

![]() |

Highwire takes Flitch's hand and guides him to stand behind some of the other people, positioned to keep him out of view. "It is alright, my friend. We are almost out of here." he whispers softly.
Stealth: 1d20 + 7 ⇒ (19) + 7 = 26
Yay! A decent roll!

![]() |

Kain is able to pull something out of left field, and manages to distract the guards... but he feels his distraction may have gained him some unwanted attention? Meanwhile, Highwire does a remarkable job at covering up Flitch's panic.
Baz deception: 1d20 + 7 ⇒ (19) + 7 = 26
Baz does some fast talking, and covers up even Kain's interesting choice.
As you get closer, suddenly a wind comes off the water, WHOOOOSH! The papers Bazerofan was holding are torn from his hands!
reflex save to catch or hold on, nature to have anticipated. Other skills, if they make sense, for a higher DC

![]() |

Erryn snatches the papers out of the air before they can be blown away, then hands them to Fortiva for safekeeping.
Nature: 1d20 + 7 ⇒ (19) + 7 = 26

![]() |

Fortiva simply gives Erryn a wink as she takes the papers.
And then surreptitiously makes sure hers (and anyone's that is immediately nearby) are well in-hand.

![]() |

Reflex: 1d20 + 8 ⇒ (13) + 8 = 21
Fortiva is ready for this ... somehow.

![]() |

Baz reflex: 1d20 + 7 ⇒ (6) + 7 = 13
Thanks to Erryn's excellent ability to anticipate the winds, she is able to overcome Kain's failed attempt at jumping. The team recovers the papers.
Going off of the skills listed in the script is much harder
The team approaches the team, "Your papers, please?" He looks at them, and seems puzzled by what he is seeing on Yuleg's papers.
Deception to Lie to convince the guard the paper’s features are correct or Thievery to Steal legitimate papers from another person or creature nearby.

![]() |

Fortiva starts explaining the slight discrepancy by referring from one section to another within the document, each one adding a layer of reference to another.
"So you see, this signature was signed based on the latter change, and then there was a later change based on the former signature, as you can see here. Buuuut, due to a filing from before the latter change... no sorry, the later change, yes. Right, the one here? Good. That cause the new page to be added after it had been removed. Okay? All very simple."
Deception: 1d20 + 6 ⇒ (18) + 6 = 24

![]() |

Trying to reinforce Fortiva’s bluff, Tanaka adds “There was an issue with his name being incorrectly spelled then there was an issue with something else, and during that time it was getting quite late so maybe something was left off incorrectly?”
Deception: 1d20 + 2 ⇒ (14) + 2 = 16

![]() |

"Or perhaps you're just tired. I don't see what unusual about these papers at all."
Deception: 1d20 + 2 ⇒ (7) + 2 = 9

![]() |

Kain attempts his very best to be as convincing as possible. "No, these papers are correct, but the person who wrote them the day of signing had terrible vision."
Deception: 1d20 + 2 ⇒ (20) + 2 = 22

![]() |

Highwire pretends confusion, as he is just a simple gnome. "The spelling of dwarven names is quite difficult."
We all *have* to roll, right? Okay, here goes ...
Deception (untrained): 1d20 + 1 ⇒ (14) + 1 = 15

![]() |

Baz deception: 1d20 + 7 ⇒ (14) + 7 = 21
With enough fast-talking, the team gets by this guard successfully.
As you get by this guard, Ellvard approaches you. "Seems we have a little issue here, folks. I am not sure that I can let you past, not without the proper authentication, if you catch my drift."

![]() |

"Proper ... authentication? ... Oh, right, yes. I have that right here."
Fortiva pulls out a copy of the bill of sale for the forged artwork and hands it to him.
"Wait, that isn't quite it, is it? Just something I've been meaning to throw away. Or was it file with the ministry? Silly me, I can't seem to decide what to do with it."
She continues "digging" in her backpack while waiting to see how he reacts.

![]() |

He takes a look at the document, frowns, sighs, and then looks at Fortiva.
"Yes, yes. I think that is the proper backing evidence. You papers all look good. Have a good day!"
He waves you on.

![]() |

Huzzah! Now, let's get to the boat before someone else accosts us.

![]() |

Once past the guards at the docks, the party and remaining refugees are able to slip out of Edasseril without further detection. Aboard the Merry Mayfly, they sail, unmolested to Magnimar. Once there, they meet with Sheila Heidmarch and Valais Durant to discuss the outcome of their mission and receive expressions of warm gratitude from the refugees they helped. Those who had escaped earlier aboard the Rolanna’s Prayer are also present at Heidmarch Manor and eager to exchange stories of one another’s exploits. Those freed refugees are grateful to the Pathfinder Society for their freedom and most pledge their services and good will for the benefit of the Society in the years to come. For his part, Guaril is appreciative of the party's effort, but is eager to recover his portion of payment.
Please give anything you want in the report